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*Can have any of the Madurai, Naramon, or Vazarin [[polarity|polarities]], regardless of its attributes. |
*Can have any of the Madurai, Naramon, or Vazarin [[polarity|polarities]], regardless of its attributes. |
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*Have their own [[Mastery Rank]] requirement independent of the weapon, ranging from 8 to 16. |
*Have their own [[Mastery Rank]] requirement independent of the weapon, ranging from 8 to 16. |
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− | *Can have its |
+ | *Can have its bonuses (but not the weapon) [[#Rerolling|rerolled]] with the use of [[Kuva]]. |
*Are assigned to a single weapon per Riven mod, likened to [[Weapon Augment Mods]]. |
*Are assigned to a single weapon per Riven mod, likened to [[Weapon Augment Mods]]. |
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*Cannot be equipped alongside another Riven mod. |
*Cannot be equipped alongside another Riven mod. |
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Upgrade costs and Trading [[Credits|Credit]] taxes of Riven mods are equivalent to those of Rare mods. |
Upgrade costs and Trading [[Credits|Credit]] taxes of Riven mods are equivalent to those of Rare mods. |
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− | Players start off with 15 inventory slots for Riven mods, which can be increased by purchasing 3 slots for {{pc|60}} at a time from the |
+ | Players start off with 15 inventory slots for Riven mods, which can be increased by purchasing 3 slots for {{pc|60}} at a time from the [[Market]], up to a maximum of 120 slots (total cost for all 120 is {{pc|2,100}}). Receiving a Riven mod while being at the current limit will block access to any further [[Sortie]]s, and the player will be given a choice to purchase slots, trade away a Riven mod, or dissolve a Riven mod of their selection. |
==Acquisition== |
==Acquisition== |
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− | Riven Mods can also be acquired by collecting '''{{Icon|Resource|Riven Sliver|Text}}s''', which can be obtained as rewards from opening '''[[Void_Relic#Requiem_Relics|Requiem Relics]]'''. Once enough Slivers are collected, players can then visit [[Palladino]] on [[Iron Wake]], where she can then transmute the Slivers into a complete Riven Mod. Each mod requires '''10''' Riven Slivers to create. |
+ | Riven Mods can also be acquired by collecting '''{{Icon|Resource|Riven Sliver|Text}}s''', which can be obtained as rewards from opening '''[[Void_Relic#Requiem_Relics|Requiem Relics]]''' or as a Railjack Mission reward. Once enough Slivers are collected, players can then visit [[Palladino]] on [[Iron Wake]], where she can then transmute the Slivers into a complete Riven Mod. Each mod requires '''10''' Riven Slivers to create. |
− | |||
==Challenges== |
==Challenges== |
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**Veiled Rifle Rivens can only be equipped on non-shotgun primaries. |
**Veiled Rifle Rivens can only be equipped on non-shotgun primaries. |
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**Veiled Shotgun Rivens can only be equipped on shotguns. |
**Veiled Shotgun Rivens can only be equipped on shotguns. |
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− | **Veiled Pistol |
+ | **Veiled Pistol Rivens can only be equipped on secondaries. |
**Veiled Melee and [[Zaw]] Rivens can only be equipped on [[melee]]s. |
**Veiled Melee and [[Zaw]] Rivens can only be equipped on [[melee]]s. |
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+ | **Veiled [[Kitgun]] Rivens can be equipped on either primaries or secondaries. |
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+ | |||
Furthermore: |
Furthermore: |
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*The weapon used to complete a challenge is entirely irrelevant to the resulting Riven. |
*The weapon used to complete a challenge is entirely irrelevant to the resulting Riven. |
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* Modifiers include being alone, not using any team consumables, having a [[Dragon Key]] equipped. |
* Modifiers include being alone, not using any team consumables, having a [[Dragon Key]] equipped. |
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* {{WF|Frost}} built for {{A|Snow Globe}}, {{WF|Volt}} built for {{A|Electric Shield}}'s Duration, {{WF|Banshee}} built for {{A|Sound Quake}}, {{WF|Limbo}} built for {{A|Stasis}}, {{WF|Vauban}} built for {{A|Bastille}} and {{WF|Ember}} using {{A|Inferno}} on [[Infested]] defenses is highly recommended but not required to complete this. |
* {{WF|Frost}} built for {{A|Snow Globe}}, {{WF|Volt}} built for {{A|Electric Shield}}'s Duration, {{WF|Banshee}} built for {{A|Sound Quake}}, {{WF|Limbo}} built for {{A|Stasis}}, {{WF|Vauban}} built for {{A|Bastille}} and {{WF|Ember}} using {{A|Inferno}} on [[Infested]] defenses is highly recommended but not required to complete this. |
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+ | * Suggested mission: Kala-azar on Eris |
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* Only five waves are needed to complete the challenge. |
* Only five waves are needed to complete the challenge. |
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| Destroy X [[Dargyn (Enemy)|Dargyns]] with a bow. |
| Destroy X [[Dargyn (Enemy)|Dargyns]] with a bow. |
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− | * While this primarily refers to [[Plains of Eidolon|Tusk]] Dargyns, [[Kuva Fortress|Kuva]] Dargyns will also count towards this challenge. Standard Dargyns in Archwing Free Space missions however will '''not'''. |
+ | * While this primarily refers to [[Plains of Eidolon|Tusk]] Dargyns, [[Kuva Fortress|Kuva]] Dargyns will also count towards this challenge. Standard Dargyns in Archwing Free Space missions, however, will '''not'''. |
− | ** The easiest way to find Dargyns is |
+ | ** The easiest way to find Dargyns is to go to the Koro node (an [[Assault]] mission) in the [[Kuva Fortress]]. During the first stage of the Assault, several Dargyns will fire on the player as they try to break in. |
− | * Note that the Dargyns do not have to be [[Dargyn Pilot|piloted]], however they do have to be airborne. Kills against grounded Dargyns do not count. |
+ | * Note that the Dargyns do not have to be [[Dargyn Pilot|piloted]], however, they do have to be airborne. Kills against grounded Dargyns do not count. |
** You can also fly a Dargyn into the air yourself, exit the vehicle and shoot it as it falls. |
** You can also fly a Dargyn into the air yourself, exit the vehicle and shoot it as it falls. |
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* Crossbows (such as {{Weapon|Zhuge}} and {{Weapon|Attica}}) can also be used count towards the challenge. |
* Crossbows (such as {{Weapon|Zhuge}} and {{Weapon|Attica}}) can also be used count towards the challenge. |
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|Destroy X [[Turret|Vruush Turrets]] while in [[Archwing]]. |
|Destroy X [[Turret|Vruush Turrets]] while in [[Archwing]]. |
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− | * Modifiers include without dying/being downed, not getting afflicted by a [[Status Effect]], while alone/in Solo Mode. |
+ | * Modifiers include without dying/being downed, not getting afflicted by a [[Status Effect]], while alone/in Solo Mode, having a [[Dragon Key]] equipped. |
* Vruush Turrets usually found above Watch Towers in Grineer settlements. |
* Vruush Turrets usually found above Watch Towers in Grineer settlements. |
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* They are usually hidden underground. Fly low through a settlement, which will pop them up and then go to a safe distance and shoot them. |
* They are usually hidden underground. Fly low through a settlement, which will pop them up and then go to a safe distance and shoot them. |
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| Find [2-4] [[Resource Cache|Caches]]. |
| Find [2-4] [[Resource Cache|Caches]]. |
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− | * Modifiers include having an active pet, not dying/becoming downed, not using ciphers, not taking damage, not using |
+ | * Modifiers include having an active pet, not dying/becoming downed, not using ciphers, not taking damage, not using energy consumables, being alone/in Solo Mode, having a [[Dragon Key]] equipped. |
* [[Bounties]] given by [[Konzu]] or [[Eudico]] related to finding caches also count towards this challenge, making it easier to get. |
* [[Bounties]] given by [[Konzu]] or [[Eudico]] related to finding caches also count towards this challenge, making it easier to get. |
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− | * There is currently a bugged modifier of having to not raise the alarms, as completing the [[Sabotage]] objective will raise an alarm. Aborting the mission after finding a cache will still count towards the challenge however. |
+ | * There is currently a bugged modifier of having to not raise the alarms, as completing the [[Sabotage]] objective will raise an alarm. Aborting the mission after finding a cache will still count towards the challenge, however. |
*It is impossible to raise the alarm on Crossfire Exterminate [[Lua]] mission which makes this mission well suited to completing the challenge. |
*It is impossible to raise the alarm on Crossfire Exterminate [[Lua]] mission which makes this mission well suited to completing the challenge. |
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* [[Pax Seeker]]'s projectiles seek enemy heads and count towards the 3 headshots. |
* [[Pax Seeker]]'s projectiles seek enemy heads and count towards the 3 headshots. |
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* Can be made trivial by charging Zephyr's Tail Wind to hover in place |
* Can be made trivial by charging Zephyr's Tail Wind to hover in place |
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+ | * {{M|Patagium}} combined with {{M|Aero Vantage}} can make this much easier by completely removing motion while aim gliding. Simply stop moving, jump straight up, and hold aim, and you'll hover in place for ~6 seconds. |
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+ | * It is recommended to do this on Corpus Tilesets, as some Grineer can be difficult to headshot. |
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| Get [10-20] kills in a row while wall dashing or wall clinging without touching the floor. |
| Get [10-20] kills in a row while wall dashing or wall clinging without touching the floor. |
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*Keep in mind that {{WF|Loki}} has a 60-second long wall latch time as a passive ability, making this very helpful for this challenge. |
*Keep in mind that {{WF|Loki}} has a 60-second long wall latch time as a passive ability, making this very helpful for this challenge. |
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*Exilus mods like {{M|Patagium}}, {{M|Ice Spring}}, {{M|Firewalker}} or {{M|Toxic Flight}} can help increasing the wall latch time as well. |
*Exilus mods like {{M|Patagium}}, {{M|Ice Spring}}, {{M|Firewalker}} or {{M|Toxic Flight}} can help increasing the wall latch time as well. |
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+ | *Abilities that can attack for you, such as {{WF|Wukong}}'s {{A|Celestial Twin}}, can make this trivial. |
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| Get the killing blow on [2-12] [[Sentient]]s. |
| Get the killing blow on [2-12] [[Sentient]]s. |
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− | * Modifiers include having a [[Dragon Key]] equipped, |
+ | * Modifiers include having a [[Dragon Key]] equipped, being invisible, while sliding, while alone (which means '''no''' [[Companions]] equipped), without dying/becoming downed, without an ally getting downed, without getting afflicted by a status effect, without using energy consumables, doing it in one day, taking no damage. |
* Sentinel or [[Operator]] last hits will not count towards the challenge. |
* Sentinel or [[Operator]] last hits will not count towards the challenge. |
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** [[Vomvalyst]]s are an exception to this rule, but players must complete the challenge or leave the [[Plains of Eidolon]] ''before'' sunrise, otherwise, the challenge will be considered a failure. |
** [[Vomvalyst]]s are an exception to this rule, but players must complete the challenge or leave the [[Plains of Eidolon]] ''before'' sunrise, otherwise, the challenge will be considered a failure. |
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* During [[The Second Dream]], killing Sentients while being carried counts towards the requirement. |
* During [[The Second Dream]], killing Sentients while being carried counts towards the requirement. |
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+ | * [[Brachiolyst]]s do not count towards this challenge. |
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|- |
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| Kill 3 Airborne [[Condroc]]s within 5 seconds. |
| Kill 3 Airborne [[Condroc]]s within 5 seconds. |
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**{{WF|Rhino}}'s {{A|Rhino Stomp}} |
**{{WF|Rhino}}'s {{A|Rhino Stomp}} |
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− | | Kill [ |
+ | | Kill [14-125] enemies. |
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* Modifiers include while aim-gliding, while sliding, while invisible, kill enemies with finishers, kill enemies with headshots, kill enemies with headshots from at least 100 meters away, kill unalerted enemies, kill specific enemies, kill enemies that are on a dropship, having a [[Dragon Key]] equipped, not using consumables, not taking damage, not being affected by a [[Status Effect]], not dying/becoming downed, not raising any alarms, not being detected, not failing the mission, while alone/in Solo Mode, completing within a single day. |
* Modifiers include while aim-gliding, while sliding, while invisible, kill enemies with finishers, kill enemies with headshots, kill enemies with headshots from at least 100 meters away, kill unalerted enemies, kill specific enemies, kill enemies that are on a dropship, having a [[Dragon Key]] equipped, not using consumables, not taking damage, not being affected by a [[Status Effect]], not dying/becoming downed, not raising any alarms, not being detected, not failing the mission, while alone/in Solo Mode, completing within a single day. |
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** Applies to enemies on [[Tusk Firbolg]]s, [[Tusk Bolkor]]s, [[Condor Dropship|Condors]] and [[Coildrive]]s. |
** Applies to enemies on [[Tusk Firbolg]]s, [[Tusk Bolkor]]s, [[Condor Dropship|Condors]] and [[Coildrive]]s. |
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** Should be noted that destroying a dropship while enemies are onboard will count towards the challenge. |
** Should be noted that destroying a dropship while enemies are onboard will count towards the challenge. |
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− | ** The |
+ | ** The Interception mission on Cerberus, Pluto spawns a dropship right when you start the mission. Using a beam chaining weapon like [[Atomos]], kill the enemies in the first dropship, abort the mission and repeat. |
* Frames specializing in stealth and/or melee finishers while in open combat like {{WF|Excalibur}}, {{WF|Hydroid}}, {{WF|Ivara}}, {{WF|Equinox}}, {{WF|Ash}}, {{WF|Inaros}}, and {{WF|Zephyr}} will allow for easier completion for "with finishers" modifier. Finisher opportunities from blocking attacks and the [[Steel Meridian]]'s [[Justice]] proc may also apply as well. |
* Frames specializing in stealth and/or melee finishers while in open combat like {{WF|Excalibur}}, {{WF|Hydroid}}, {{WF|Ivara}}, {{WF|Equinox}}, {{WF|Ash}}, {{WF|Inaros}}, and {{WF|Zephyr}} will allow for easier completion for "with finishers" modifier. Finisher opportunities from blocking attacks and the [[Steel Meridian]]'s [[Justice]] proc may also apply as well. |
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** A good way to enable finishers on enemies is by drop-kicking the enemy to the ground, leaving them open to a finisher. |
** A good way to enable finishers on enemies is by drop-kicking the enemy to the ground, leaving them open to a finisher. |
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*Any wild animals outside the [[Plains of Eidolon]] (e.g. [[Feral Kubrow]]s and [[Feral Kavat]]s) cannot count towards this challenge. |
*Any wild animals outside the [[Plains of Eidolon]] (e.g. [[Feral Kubrow]]s and [[Feral Kavat]]s) cannot count towards this challenge. |
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*Fish in the [[Plains of Eidolon]] do not count either. |
*Fish in the [[Plains of Eidolon]] do not count either. |
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− | *It seems that animals are more frequently during dusk and dawn |
+ | *It seems that animals are more frequently encountered during dusk and dawn |
*This challenge is quite easy as {{WF|Ivara}}, {{WF|Loki}}, or {{WF|Ash}} as being cloaked allows for careful aiming and even kill multiple animals with one throw |
*This challenge is quite easy as {{WF|Ivara}}, {{WF|Loki}}, or {{WF|Ash}} as being cloaked allows for careful aiming and even kill multiple animals with one throw |
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*{{WF|Khora}} can use {{A|Ensnare}} to not only immobilize wild animals, but also to pull in nearby animals and stun them as well. |
*{{WF|Khora}} can use {{A|Ensnare}} to not only immobilize wild animals, but also to pull in nearby animals and stun them as well. |
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| Land X consecutive headshots while in [[Plains of Eidolon#Archwing|Archwing]] mode in the [[Plains of Eidolon]]. |
| Land X consecutive headshots while in [[Plains of Eidolon#Archwing|Archwing]] mode in the [[Plains of Eidolon]]. |
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− | *'''Important note''': Any hit by enemy (or turret) fire will reset the counter. This is not reflected in the description however. Fly around with caution as any overlooked enemy may result in a reset, especially turrets can detect you over a long range. |
+ | *'''Important note''': Any hit by enemy (or turret) fire will reset the counter. This is not reflected in the description, however. Fly around with caution as any overlooked enemy may result in a reset, especially turrets can detect you over a long range. |
* Manually exiting Archwing Mode will not reset the counter. |
* Manually exiting Archwing Mode will not reset the counter. |
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− | * The missiles fired by [[Hellion#Tusk Hellion|Tusk Hellions]], [http://warframe.wikia.com/wiki/Ballista#Tusk Tusk Ballistas] or [[Turret#Vruush Turret|Vruush Turrets]] can reset this challenge's progress, as they can force a player out of Archwing Mode should they hit. |
+ | * The missiles fired by [[Hellion#Tusk Hellion|Tusk Hellions]], [http://warframe.wikia.com/wiki/Ballista#Tusk Tusk Ballistas], or [[Turret#Vruush Turret|Vruush Turrets]] can reset this challenge's progress, as they can force a player out of Archwing Mode should they hit. |
− | * Hitting any other body part than the head resets the counter. However missing a target completely does not reset the counter. |
+ | * Hitting any other body part than the head resets the counter. However, missing a target completely does not reset the counter. |
+ | * Shooting off a Tusk Thumper's leg plates and revealing it's points of vulnerability counts as a headshot, allowing for 4 headshots per Thumper. |
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+ | * Eidolons DO count for this challenge. It is recommended to take an accurate weapon such as the [[Rubico]]([[Rubico Prime|Prime]]) and mod for fire rate and magazine capacity. Head out onto the plains at nighttime and look for a Teralyst. Use an ability such as Odonata's Energy Shell or Ital's Penumbra to stop the Sentient's attacks from hitting you and fire at its head. |
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* Tips: |
* Tips: |
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** The challenge only takes into account of the number of headshots, not headshot kills. The challenge can easily be completed by getting '''consecutive '''headshots (with low damage) on a single target X amount of times. |
** The challenge only takes into account of the number of headshots, not headshot kills. The challenge can easily be completed by getting '''consecutive '''headshots (with low damage) on a single target X amount of times. |
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** When shooting one enemy of a group retreat immediately, as the others will be alerted and shoot at you. |
** When shooting one enemy of a group retreat immediately, as the others will be alerted and shoot at you. |
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− | ** Alternatively, immobilize all enemies in a group using |
+ | ** Alternatively, immobilize all enemies in a group using sleep or another form of crowd control before entering Archwing to guarantee accurate headshots. |
** Use a silenced weapon. |
** Use a silenced weapon. |
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** [[Itzal]] and [[Amesha]] are recommended Archwings, as they can respectively use [[Penumbra]] and [[Benevolent Decoy]] to avoid/deflect incoming damage. [[Odonata]] can also use [[Energy Shell]] to protect from damage, but bear in mind it only protects from frontal attacks. |
** [[Itzal]] and [[Amesha]] are recommended Archwings, as they can respectively use [[Penumbra]] and [[Benevolent Decoy]] to avoid/deflect incoming damage. [[Odonata]] can also use [[Energy Shell]] to protect from damage, but bear in mind it only protects from frontal attacks. |
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| Sustain a 6x [[Melee 2.0#Combo Counter|melee combo multiplier]] for 30 seconds. |
| Sustain a 6x [[Melee 2.0#Combo Counter|melee combo multiplier]] for 30 seconds. |
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− | * Modifiers include having either a [[Sentinel]], [[Kubrow]] or [[Kavat]] for the duration, having a [[Dragon Key]] equipped. |
+ | * Modifiers include having either a [[Sentinel]], [[Kubrow]] or [[Kavat]] for the duration, while alone/in Solo mode, having a [[Dragon Key]] equipped. |
* Equipping {{M|Body Count}}, {{M|Drifting Contact}}, and/or {{M|Gladiator Rush}} on a melee weapon can assist in sustaining the combo counter for longer to more easily complete the challenge. Alternatively, using {{Weapon|Venka Prime}} or an Extinguished [[Dragon Key]] may also make the challenge easier, especially in tandem with the above suggestions. |
* Equipping {{M|Body Count}}, {{M|Drifting Contact}}, and/or {{M|Gladiator Rush}} on a melee weapon can assist in sustaining the combo counter for longer to more easily complete the challenge. Alternatively, using {{Weapon|Venka Prime}} or an Extinguished [[Dragon Key]] may also make the challenge easier, especially in tandem with the above suggestions. |
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− | * It is possible to attack a [[Kuva Fortress]] Fortress Scanner to rack up a combo, as they are invulnerable, and provide progress in combo counts. Kuva Siphons can also be used for this. |
+ | * It is possible to attack a [[Kuva Fortress]] Fortress Scanner to rack up a combo, as they are invulnerable, and provide progress in combo counts. Kuva Siphons can also be used for this, as is [[Profit-Taker Orb]] resting on top of Enrichment Labs. |
* Another recommended target for this challenge is [[Lieutenant Lech Kril]] found on Mars, since he starts off invincible and cannot take damage until his coolant tank is destroyed, which makes it easy to stack combos on him. |
* Another recommended target for this challenge is [[Lieutenant Lech Kril]] found on Mars, since he starts off invincible and cannot take damage until his coolant tank is destroyed, which makes it easy to stack combos on him. |
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− | * The passive 'Power Spike' from the Naramon focus school helps a lot in maintaining a high combo counter even while no enemies are nearby |
+ | * The passive 'Power Spike' from the Naramon focus school helps a lot in maintaining a high combo counter even while no enemies are nearby. Pair this with slash weapons and the mod 'Relentless Combination' to make this challenge trivial. |
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|- |
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| Synthesize a [[Cephalon Simaris|Simaris]] target without using traps or abilities while having a Hobbled Dragon Key equipped. |
| Synthesize a [[Cephalon Simaris|Simaris]] target without using traps or abilities while having a Hobbled Dragon Key equipped. |
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* Modifiers include being alone, taking no damage, and having a [[Dragon Key]] equipped. |
* Modifiers include being alone, taking no damage, and having a [[Dragon Key]] equipped. |
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− | * Note that Incursions in the Plains of Eidolon occur only during |
+ | * Note that Incursions in the Plains of Eidolon occur only during day time. |
− | * |
+ | * Incursions have been removed from the game in {{ver|24.4}}. |
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|} |
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{{CustomCollapsible/End}} |
{{CustomCollapsible/End}} |
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{{#lst:Riven_Mods/Weapon_Dispos}} |
{{#lst:Riven_Mods/Weapon_Dispos}} |
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+ | ;Zaw [[Zaw#Strikes|Strikes']] Despositions |
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− | While not listed in the above table, all [[Zaw]] Strikes have a disposition of 1. The Kitgun [[Kitgun#Chamber|Chamber]] dispositions are: [[Gaze]] (0.9), [[Rattleguts]] (0.7), [[Tombfinger]] (0.65), and [[Catchmoon]] (0.5); all have dispositions below neutral. |
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+ | *[[Balla]] (0.9) |
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+ | *[[Cyath]] (0.9) |
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+ | *[[Dehtat]] (1.1) |
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+ | *[[Dokrahm]] (0.85) |
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+ | *[[Kronsh]] (1.15) |
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+ | *[[Mewan]] (1.05) |
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+ | *[[Ooltha]] (1.1) |
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+ | *[[Rabvee]] (1.15) |
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+ | *[[Sepfahn]] (0.9) |
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+ | *[[Plague Keewar]] (0.85) |
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+ | *[[Plague Kripath]] (0.8) |
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+ | |||
+ | ;Kitgun [[Kitgun#Chamber|Chambers']] Despositions |
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+ | *[[Gaze]] (0.9) |
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+ | *[[Rattleguts]] (0.7) |
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+ | *[[Tombfinger]] (0.65) |
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+ | *[[Catchmoon]] (0.5) |
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**Placing an elemental damage mod to the ''right'' of said Riven mod instead will not affect the Riven mod's combined damage for this reason. |
**Placing an elemental damage mod to the ''right'' of said Riven mod instead will not affect the Riven mod's combined damage for this reason. |
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**For example, if a {{Icon|Proc|Heat|Text}} damage mod is placed to the left of a Riven mod that grants {{Icon|Proc|Electric|Text}} and {{Icon|Proc|Cold|Text}} damage (and thus, {{Icon|Proc|Magnetic|Text}} damage), it will create {{Icon|Proc|Blast|Text}} and {{Icon|Proc|Electric|Text}} damage as opposed to {{Icon|Proc|Radiation|Text}} and {{Icon|Proc|Cold|Text}} damage. Putting said {{Icon|Proc|Heat|Text}} damage mod to the right of the Riven mod will keep the {{Icon|Proc|Magnetic|Text}} damage intact. |
**For example, if a {{Icon|Proc|Heat|Text}} damage mod is placed to the left of a Riven mod that grants {{Icon|Proc|Electric|Text}} and {{Icon|Proc|Cold|Text}} damage (and thus, {{Icon|Proc|Magnetic|Text}} damage), it will create {{Icon|Proc|Blast|Text}} and {{Icon|Proc|Electric|Text}} damage as opposed to {{Icon|Proc|Radiation|Text}} and {{Icon|Proc|Cold|Text}} damage. Putting said {{Icon|Proc|Heat|Text}} damage mod to the right of the Riven mod will keep the {{Icon|Proc|Magnetic|Text}} damage intact. |
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− | *Currently, the lowest Mastery Rank requirement to equip a Riven mod is '''8''', and the highest is '''16'''. |
+ | *Currently, the lowest Mastery Rank requirement to equip, trade, or sell a Riven mod is '''8''', and the highest is '''16'''. |
*The total [[Endo]] gain from dissolving a Riven mod is equal to the following formula, rounded up:<br />{{MathText|100 {{mul}} (Mastery Rank - 8) + 22.5 {{mul}} 2{{exp|Mod Rank}} + 200 {{mul}} Rerolls}}. |
*The total [[Endo]] gain from dissolving a Riven mod is equal to the following formula, rounded up:<br />{{MathText|100 {{mul}} (Mastery Rank - 8) + 22.5 {{mul}} 2{{exp|Mod Rank}} + 200 {{mul}} Rerolls}}. |
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**For example, the base value for an unranked, unrolled mod with a Mastery Rank requirement of 13 would be: {{Math|100 {{mul}} (13 {{sub}} 8) + 22.5 {{mul}} 2^0 + 200 {{mul}} 0|mt=y}}, rounded up to 523. |
**For example, the base value for an unranked, unrolled mod with a Mastery Rank requirement of 13 would be: {{Math|100 {{mul}} (13 {{sub}} 8) + 22.5 {{mul}} 2^0 + 200 {{mul}} 0|mt=y}}, rounded up to 523. |
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==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{ver|27.4}} |
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+ | *Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link! |
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+ | |||
+ | {{ver|27.3.11}} |
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+ | *Fixed and disabled Exalted Weapon Rivens from generation. Any of these will be re-rolled on login. |
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+ | |||
+ | {{ver|27.3.10}} |
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+ | *Fixed Client Mercy kills not counting towards Riven ‘Finisher kills’ challenges. |
||
+ | |||
+ | {{ver|27.2}} |
||
+ | *You can now equip Veiled Kitgun Rivens on your Primary! |
||
+ | **''This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update!'' |
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+ | *Fixed Riven challenges requiring "without being afflicted by a status effect" resetting when the status effect is blocked by immunity from sources such as Nezha’s Warding Halo. |
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+ | |||
{{ver|27.1}} |
{{ver|27.1}} |
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*Removed Riven Mods from the Codex Mod section. |
*Removed Riven Mods from the Codex Mod section. |
Revision as of 21:19, 21 May 2020
Riven Mods are special mods for primary weapons, secondary weapons, melee weapons, archguns, and sentinel weapons.
Riven Mods are completely unique; no two are the same, even if they have the same attributes, as their numbers will differ.
Properties
Riven mods are unique amongst other mods in a variety of ways:
- Require the player to complete stated challenge to reveal its weapon assignment and attributes.
- Carry two or three different bonuses.
- Can carry a negative stat, the effects of which can be crippling but which greatly increases the potency of bonuses.
- Can have any of the Madurai, Naramon, or Vazarin polarities, regardless of its attributes.
- Have their own Mastery Rank requirement independent of the weapon, ranging from 8 to 16.
- Can have its bonuses (but not the weapon) rerolled with the use of Kuva.
- Are assigned to a single weapon per Riven mod, likened to Weapon Augment Mods.
- Cannot be equipped alongside another Riven mod.
Upgrade costs and Trading Credit taxes of Riven mods are equivalent to those of Rare mods.
Players start off with 15 inventory slots for Riven mods, which can be increased by purchasing 3 slots for 60 at a time from the Market, up to a maximum of 120 slots (total cost for all 120 is 2,100). Receiving a Riven mod while being at the current limit will block access to any further Sorties, and the player will be given a choice to purchase slots, trade away a Riven mod, or dissolve a Riven mod of their selection.
Acquisition
A single Riven mod is given to players upon completion of The War Within quest. Additional Riven mods can be acquired from:
- Tactical Alerts
- Gift from the Lotus Alerts
- Archgun Rivens from Arbitration Honors
- Companion Weapon Rivens from Cephalon Simaris
- Sorties, with various drop chances:
Weapon Type | Drop Chance |
---|---|
Melee | 8.14% |
Pistol | 7.61% |
Rifle | 6.79% |
Kitgun | 2% |
Zaw | 2% |
Shotgun | 1.36% |
Riven Mods can also be acquired by collecting Script error: The function "Resource" does not exist.s, which can be obtained as rewards from opening Requiem Relics or as a Railjack Mission reward. Once enough Slivers are collected, players can then visit Palladino on Iron Wake, where she can then transmute the Slivers into a complete Riven Mod. Each mod requires 10 Riven Slivers to create.
Challenges
When a player receives a Riven mod, it is Veiled and:
- Will not take up mod capacity.
- Will not grant any bonuses or curses.
- Cannot be upgraded.
- In order to be unveiled - it must be equipped on a weapon of the same class that itself must be equipped in the currently active loadout:
- Veiled Rifle Rivens can only be equipped on non-shotgun primaries.
- Veiled Shotgun Rivens can only be equipped on shotguns.
- Veiled Pistol Rivens can only be equipped on secondaries.
- Veiled Melee and Zaw Rivens can only be equipped on melees.
- Veiled Kitgun Rivens can be equipped on either primaries or secondaries.
Furthermore:
- The weapon used to complete a challenge is entirely irrelevant to the resulting Riven.
- It is possible to complete the challenges using any equipped weapon or Warframe ability, i.e. it does not need to be the weapon on which the Riven is currently equipped on (however the Riven must be equipped on an item within the current loadout while attempting the challenge).
- If its conditions are met, the Riven will be revealed independently of mission success.
- Completing the challenges also gives affinity.
Challenge | Notes |
---|---|
Catch X Fish without missing a throw. |
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Catch one Fish, Mine one gem or metal, and kill one enemy in 30 seconds. |
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Complete a defense mission with level 30 or higher enemies without the defense objective taking any damage. |
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Complete an extermination mission with level 30 or higher enemies without being detected. |
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Complete a solo interception mission with level 30 or higher enemies with a Hobbled Dragon Key equipped. |
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Complete a survival mission with level 30 or higher enemies without killing anyone. |
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Destroy X Dargyns with a bow. |
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Destroy X Vruush Turrets while in Archwing. |
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Find [2-4] Caches. |
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Find [8-24] Syndicate Medallions. |
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Get 3 headshot kills in a single aim glide. |
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Get [10-20] kills in a row while wall dashing or wall clinging without touching the floor. |
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Get the killing blow on [2-12] Sentients. |
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Kill 3 Airborne Condrocs within 5 seconds. |
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Kill X Dargyn Pilots before they hit the ground. |
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Kill [14-125] enemies. |
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Kill X wild animals with a fishing spear. |
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Land X consecutive headshots while in Archwing mode in the Plains of Eidolon. |
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Sustain a 6x melee combo multiplier for 30 seconds. |
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Synthesize a Simaris target without using traps or abilities while having a Hobbled Dragon Key equipped. |
|
Challenge Retired. |
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Attributes
Rivens are distinct from regular mods in that they are inconsistent in polarity, Mastery Rank requirement, attributes, and have between two and four attributes. It is possible to have Rivens to grant a very powerful set of bonuses with a negligible curse and vice-versa (e.g. Soma Sati-critatis with a curse that reduces status duration).
Riven mods draw their names from a size pool of 31, indicated by the randomized/rerolled attributes that the new mod has. Names consist of a prefix and/or a core and suffix and follow "Prefix-CoreSuffix" or "CoreSuffix".
The 31 positive attributes are:
Effect | Prefix/Core | Suffix |
---|---|---|
Additional Combo Count Chance* | Laci | Nus |
Ammo Maximum | Ampi | Bin |
Damage vs. Corpus | Manti | Tron |
Damage vs. Grineer | Argi | Con |
Damage vs. Infested | Pura | Ada |
Script error: The function "Proc" does not exist. Damage | Geli | Do |
Combo Duration* | Tempi | Nem |
Critical Chance | Crita | Cron |
Critical Chance on Slide Attack* | Pleci | Nent |
Critical Damage | Acri | Tis |
Base Damage / Melee Damage | Visi | Ata |
Script error: The function "Proc" does not exist. Damage | Vexi | Tio |
Script error: The function "Proc" does not exist. Damage | Igni | Pha |
Finisher Damage* | Exi | Cta |
Fire Rate / Attack Speed* | Croni | Dra |
Flight Speed | Conci | Nak |
Initial Combo* | Para | Um |
Script error: The function "Proc" does not exist. Damage | Magna | Ton |
Magazine Capacity | Arma | Tin |
Melee Combo Efficiency | Forti | Us |
Multishot | Sati | Can |
Script error: The function "Proc" does not exist. Damage | Toxi | Tox |
Punch Through | Lexi | Nok |
Script error: The function "Proc" does not exist. Damage | Insi | Cak |
Reload Speed | Feva | Tak |
Range* | Locti | Tor |
Script error: The function "Proc" does not exist. Damage | Sci | Sus |
Status Chance | Hexa | Dex |
Status Duration | Deci | Des |
Recoil | Zeti | Mag |
Zoom | Hera | Lis |
*Melee exclusive attributes.
Some of the above attributes can't be generated as negative:
- Punchthrough
- Elemental damage (Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., etc.)
Disposition
The randomized attributes for Riven mods are affected by Disposition, a stat multiplier provided by the system that collates the usage popularity of a given weapon across the entire player base. Disposition strength controls the range of the attributes available for each weapon. Disposition can be any value between 0.5 and 1.55, but in-game this is simplified to 5 categories:
- Script error: The function "Dis" does not exist. (1.31-1.55): Strong: Assigned to the least frequently-used weapons. Rivens with this disposition provide the greatest attributes.
- Script error: The function "Dis" does not exist. (1.11-1.3): This Disposition is assigned to less popular weapons, Riven mods provide above-average attributes.
- Script error: The function "Dis" does not exist. (0.9-1.1): Neutral: Weapons that see average usage within the player base, resulting in average attributes.
- Script error: The function "Dis" does not exist. (0.7-0.89): Slightly more popular weapons, these will yield a below-average attributes.
- Script error: The function "Dis" does not exist. (0.5-0.69): Faint: Assigned to the most frequently-used weapons, Rivens with this disposition provide the most restrained attributes.
Disposition is not necessarily shared between all variants of a single weapon. For example, the Telos Boltor shares the same disposition with its Prime variant at 1.1. However, Boltor has a different disposition at 1.2.
Disposition changes every three months, aligned with every new Prime Access. If a weapon's disposition is changed, the attributes on already unveiled Rivens for the weapon will be automatically adjusted to match the new disposition.
A weapon's Disposition can be seen in the Arsenal under the Upgrade tab, but only when a riven which can be equipped to that weapon is currently owned.
Below is a list of weapons by Disposition:
- Zaw Strikes' Despositions
- Balla (0.9)
- Cyath (0.9)
- Dehtat (1.1)
- Dokrahm (0.85)
- Kronsh (1.15)
- Mewan (1.05)
- Ooltha (1.1)
- Rabvee (1.15)
- Sepfahn (0.9)
- Plague Keewar (0.85)
- Plague Kripath (0.8)
- Kitgun Chambers' Despositions
- Gaze (0.9)
- Rattleguts (0.7)
- Tombfinger (0.65)
- Catchmoon (0.5)
Cycling (Rerolling)
Another unique aspect of a Riven mod's attributes is their ability to cycle (reroll) the attributes via the Cycle function in the Mods segment in the Orbiter. A Riven mod is cycled after spending Kuva, found through Kuva Siphon objectives on planets close to the Kuva Fortress or as an uncommon reward for completing Bounties.
Cycling a Riven mod affects the number of attributes, as well as the final numerical attribute, but not the current weapon designation, mod rank, polarity or Mastery Rank requirement. Dispositions belong to the weapons and not the mods, and thus a cycled riven will not have attributes outside its own range of values.
After cycling a mod, both the old version of the mod and the new version is displayed, and players can choose to keep the version they prefer.
Cycling a Riven mod starts off with 900 Kuva for the first cycle and increases on subsequent cycles of the same mod, capped at 3500 Kuva. The number of cycles is indicated by a clockwise arrow at the bottom right of the Riven mod.
Cycle | Cost | Cumulative Cost | ~Runs | Cumulative Runs |
---|---|---|---|---|
1 | 900 | 900 | 1.4 | 1.4 |
2 | 1,000 | 1,900 | 1.6 | 3.0 |
3 | 1,200 | 3,100 | 1.9 | 5.0 |
4 | 1,400 | 4,500 | 2.2 | 7.2 |
5 | 1,700 | 6,200 | 2.7 | 9.9 |
6 | 2,000 | 8,200 | 3.2 | 13.1 |
7 | 2,350 | 10,550 | 3.8 | 16.9 |
8 | 2,750 | 13,300 | 4.4 | 21.3 |
9 | 3,150 | 16,450 | 5.1 | 26.4 |
10 | 3,500 | 19,950 | 5.8 | 32.2 |
Total Kuva cost to roll:
Therefore, 15,050 Kuva can be saved by rolling an unrolled Riven instead.
Transmutation
If a player has excess Rivens and are comfortable with doing away with several of them, a Riven Transmuter allows them to sacrifice four Rivens in their inventory for a new, veiled Riven mod.
The Riven Transmuter is a drop acquired from the Eidolon Hydrolyst, consumes four Riven mods to transmute them into a new, veiled one. The new Riven will always be of the same type as one of the transmuted Rivens. As a consequence, if four of the same type are transmuted (e.g. only rifle Rivens), then the new mod will be of the same weapon class.
Upon transmutation, the four selected Riven mods and the Riven Transmuter will be consumed.
Notes
- Riven mods are not saved in a player's Codex.
- It is possible to complete multiple Riven mod challenges within a single mission, assuming the player qualifies for them simultaneously.
- While it is possible to equip a veiled Riven mod onto Sentinel weapons, the challenge will not appear for the player.
- Typing [Riven mod] in the in-game chat and selecting the mod will let other players in the same chat channel see its bonuses.
- Typing out the name of the actual Riven mod is an alternative way of representing the player's mod in chat.
- Base (unranked) Endo value of Riven mods is affected by the Mastery Rank requirement, weapon type, and number of cycles.
- A Riven mod's weapon is determined upon unveiling, not on drop. Therefore, a Riven mod can be obtained, saved, and unveil a weapon that did not exist when the Riven mod itself was created.[citation needed]
- Riven mods can be used on variants of a particular weapon, including MK1, Prime, Vandal, Wraith, Dex, Prisma, Mara, and Syndicate variants.
- Being entirely separate weapons, Riven mods for the Mutalist Cernos and the Mutalist Quanta are not compatible with the normal Cernos or Quanta respectively, and vice versa. The same restriction applies to Dual Sidearms and Single Sidearms. Several Melee weapons such as Dex Dakra and Dakra Prime, Nikana (Prime) and Dragon Nikana are also considered separate melee weapons.
- Riven mods for Zaws and Kitguns are determined by the Strike and the Chamber, respectively.
- Riven mods will not generate for Exalted Weapons.
- If a Riven mod includes multiple elemental damage bonuses, the elements listed are applied in the reversed order.
- This means that any other elemental damage mod installed to the left of the Riven mod will interact with the last element listed as opposed to the first element listed.
- Placing an elemental damage mod to the right of said Riven mod instead will not affect the Riven mod's combined damage for this reason.
- For example, if a Script error: The function "Proc" does not exist. damage mod is placed to the left of a Riven mod that grants Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage (and thus, Script error: The function "Proc" does not exist. damage), it will create Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage as opposed to Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage. Putting said Script error: The function "Proc" does not exist. damage mod to the right of the Riven mod will keep the Script error: The function "Proc" does not exist. damage intact.
- Currently, the lowest Mastery Rank requirement to equip, trade, or sell a Riven mod is 8, and the highest is 16.
- The total Endo gain from dissolving a Riven mod is equal to the following formula, rounded up:
100 × (Mastery Rank - 8) + 22.5 × 2Mod Rank + 200 × Rerolls.- For example, the base value for an unranked, unrolled mod with a Mastery Rank requirement of 13 would be: 100 × (13 − 8) + 22.5 × 2^0 + 200 × 0 = 522.5, rounded up to 523.
- Since Hotfix 23.8.2 (2018-09-19), trading rivens only requires that the minimum mastery rank for rivens be met, which is 8.
- As of Update 24.8 (2019-04-24) veiled Arch-gun Rivens can be purchased from Arbitrations Honors for 35 Vitus Essence.
- Arch-gun Rivens can be equipped and unveiled with Atmospheric Arch-guns.
Trivia
- Riven mods feature a dynamic image, which constantly shifts between the images of the bonuses. For example, a Riven Rifle mod that affects Critical chance and Critical damage (positively or negatively) will shift between Point Strike's image and Vital Sense's image.
- Interestingly, Riven mods that affect Status Chance use the images of Thunderclap, Crowd Control, Stopping Power, or Staggering Force, as opposed to Rifle Aptitude, Shotgun Savvy, Sure Shot, or Melee Prowess.
- Riven is the past participle of the Middle English verb Rive, which means "to violently tear apart".
- Riven mods for Companion weapons were made unobtainable in Update 24.0 (2018-11-08) but were brought back as Cephalon Simaris' offerings in Update 25.7 (2019-08-29) for 100,000 each.
- Prior to this, in Hotfix 19.10.1 (2017-02-14), Artax Riven mods were made unobtainable from Sorties. Given the short 5-day period between the weapon's introduction and the hotfix and the low chance of getting a specific Riven mod, Rivens for Artax were the rarest ones in circulation.
- Taking into account the existence of 24 possible positive effects, the possibility of one negative effect, and that elemental damage and punch through cannot be negative attributes, also the fact that effects don't fall into the same category nor does order matter: there are 5,083 possible Riven mod stat combinations that have two positive effects and one or zero negative effects, and 35,673 possible Riven mod stat combinations that have three positive effects and one or zero negative effects, making a total of 40,756 different combinations for a single Rifle, Shotgun, or Pistol Riven.
Bugs
- If you complete the objectives of 2 different Riven Mods in the same mission they can cancel each other and not open at all, but rather reset to the state they were in before the mission started.
- If a Riven mod is unveiled while already being on the weapon it turns out to be for, it will remain on the weapon but not drain any mod points. This also allows weapons to reach negative mod point values.
Media
For more examples of Riven mods, see here
Patch History
Update 27.4 (2020-05-01)
- Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link!
Hotfix 27.3.11 (2020-04-09)
- Fixed and disabled Exalted Weapon Rivens from generation. Any of these will be re-rolled on login.
Hotfix 27.3.10 (2020-04-08)
- Fixed Client Mercy kills not counting towards Riven ‘Finisher kills’ challenges.
Update 27.2 (2020-03-05)
- You can now equip Veiled Kitgun Rivens on your Primary!
- This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update!
- Fixed Riven challenges requiring "without being afflicted by a status effect" resetting when the status effect is blocked by immunity from sources such as Nezha’s Warding Halo.
Update 27.1 (2020-02-04)
- Removed Riven Mods from the Codex Mod section.
- There were a few issues present here: 1) the Codex Mod section not display all of your Rivens Mods, and, 2) the Riven Mods that it did show would point their acquisition to Cephalon Simaris, which only applies to Companion Weapon Rivens. Considering the extensive amount of Rivens possible, this option in the Codex does not function properly, as it would need to look up unique information.
Update 27.0 (2019-12-13)
- Riven Disposition Changes
Christmas has come early! Initially these changes were planned for the release of Ivara Prime, but it has snuck into Empyrean so we’re rolling with it! For those that missed our previous Riven Workshop, this is our first time balancing Dispositions per weapon instead of per weapon family, as this functionality was added with The Old Blood update. Check out the Dev Workshop on how we’ve chosen to undergo these changes: https://forums.warframe.com/topic/1151402-december-2019-riven-disposition-updates/
- PRIMARIES
Acceltra: 1->0.8
Argonak: 1.2->1.25
Boar: 1.34->1.4
Boltor: 1.05->1.2
Telos Boltor: 1.05->1.1
Boltor Prime: 1.05->1.1
Braton: 1.2->1.3
MK1-Braton: 1.2->1.35
Braton Vandal: 1.2->1.25
Burston: 1.3->1.4
Cernos: 1.15->1.25
Rakta Cernos: 1.15->1.2
Cernos Prime: 1.15->1.2
Daikyu: 1.3->1.25
Dera: 1.3->1.35
Dread: 1.2->1.25
Fulmin: 0.8->0.65
Glaxion: 1.25->1.3
Gorgon: 1.3->1.4
Gorgon Wraith: 1.3->1.35
Grakata: 1.15->1.25
Prisma Grakata: 1.15->1.2
Grinlok: 1.25->1.3
Hek: 0.95->1.1
Vaykor Hek: 0.95->1
Hema: 1.25->1.3
Ignis: 0.55->0.6
Karak: 1.28->1.35
Komorex: 1->1.1
Lanka: 0.8->0.9
Latron: 1.3->1.4
Latron Wraith: 1.3->1.35
Lenz: 0.9->0.95
Nagantaka: 1.2->1.25
Opticor Vandal: 1.05->1
Paris: 1.3->1.35
MK1-Paris: 1.3->1.4
Penta: 1.3->1.35
Quanta: 1.35->1.4
Rubico: 0.65->0.7
Simulor: 1.1->1.2
Synoid Simulor: 1.1->1.15
Snipetron: 1.25->1.3
Soma: 0.85->1
Soma Prime: 0.85->0.95
Stradavar: 1->1.05
Strun: 1.35->1.4
MK1-Strun: 1.35->1.45
Supra:0.8->0.9
Supra Vandal: 0.8->0.85
Sybaris: 1.05->1.2
Dex Sybaris: 1.05->1.15
Sybaris Prime: 1.05->1.1
Tenora: 1.05->1.1
Tetra: 1.45->1.5
Tiberon: 0.85->0.9
Tigris: 0.55->0.65
Sancti Tigris: 0.55->0.6
Vectis: 0.8->0.95
Vectis Prime: 0.8->0.85
Vulkar: 1.4->1.45
Zhuge: 1.15->1.2
- SECONDARIES
Afuris: 1.39->1.45
Akbolto: 0.8->0.95
Telos Akbolto: 0.8->0.9
Akbolto Prime: 0.8->0.85
Akbronco: 1.25->1.35
Akbronco Prime: 1.25->1.3
Akjagara: 0.9->0.95
Akjagara Prime: 0.9->0.85
Aklex: 0.8->0.9
Aksomati: 1.2->1.25
Akstilletto: 0.5->0.6
Akstilletto Prime: 0.5->0.55
Akvasto: 1.2->1.25
Angstrum: 1.3->1.35
Arca Scisco: 1->1.05
Ballistica: 1.1->1.2
Rakta Ballistica: 1.1->1.15
Ballistica Prime: 1.1->1.15
Bronco: 1.35->1.4
Castanas: 1.35->1.4
Cyanex: 0.85->0.8
Cycron: 1.15->1.2
Detron: 1->1.1
Dual Cestra: 1.3->1.35
Dual Toxocyst: 1.3->1.35
MK1-Furis: 1.35->1.4
Gammacor: 0.95->1.05
Synoid Gammacor: 0.95->1
Gaze: 1->0.9
Hikou: 1.05->1.2
Hikou Prime:1.05->1.15
Hystrix: 1.1->1.15
Knell: 1.2->1.25
Kulstar: 1.25->1.3
Lato: 1.35->1.4
Lex: 1.05->1.15
Lex Prime: 1.05->1.1
Marelok: 0.95->1.05
Vaykor Marelok: 0.95->1
Ocucor: 1.1->1.15
Pandero: 1->1.05
Plinx: 1.1->1.15
Pyrana: 0.65->0.7
Pyrana Prime: 0.65->0.6
Rattleguts: 0.75->0.7
Sicarus Prime: 1.1->1.2
Sonicor: 1->1.05
Spectra Vandal: 1.46->1.4
Spira: 1.15->1.2
Stubba: 1.3->1.35
Tombfinger: 0.7->0.65
Prisma Twin Gremlins: 1.2->1.15
Twin Vipers: 1.41->1.45
Tysis: 1.51->1.45
Vasto: 1.35->1.4
Viper: 1.35->1.4
Update 26.1 (2019-11-22)
- Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
- Fixed ‘Chance to not gain combo count’ Riven curse not applying at all. This Riven curse has been reworded to ‘% chance to gain Combo Count’ for further clarification.
Hotfix 26.0.8 (2019-11-19)
- Clarified Melee Rivens that have the negative attribute of ‘Chance to not gain combo counter’ by replacing that line with ‘Additional Combo Count Chance’ that is seen on other Mods.
Update 26.0 (2019-10-31)
- All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / - to not gain Combo Points on hit.
- Going forward, weapon dispositions will be tuned per weapon, instead of per weapon family. For instance, this means a Kohm Riven will have a disposition of 1.4 on a regular Kohm, but only a disposition of 1 when applied to a Kuva Kohm. Source
- The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, I can now select either my normal Lex or my Lex Prime to view it’s said Stats. https://gfycat.com/tepidmeatycrow
Update 25.8 (2019-10-01)
- With the addition of this new Prime Access comes the next wave of Riven Disposition changes! Please read our Dev Workshop post for all the changes: https://forums.warframe.com/topic/1131603-october-2019-riven-disposition-updates/
- Veiled Sentinel weapon Riven Mods can now be equipped on any Sentinel weapon type instead of a specific type (e.g. shotgun). All Veiled Sentinel Riven Mods are now "Companion Weapon Riven Mod".
Hotfix 25.7.7 (2019-09-26)
- Sentinel Rivens will no longer get the ‘with an active pet’ requirement. Existing Rivens with this requirement have been changed to ‘without dying or becoming downed’.
Hotfix 25.7.6 (2019-09-18)
- Fixed chat linked Veiled Rivens not showing the unveiling challenge information.
- Fixed Veiled Companion Weapon Rivens issues when chatlinking.
Hotfix 25.7.2 (2019-08-30)
- Companion Weapon Rivens have been added back to Simaris’ Offerings! This time they will unveil for the proper weapon.
Hotfix 25.7.1 (2019-08-30)
- Temporarily removed Companion Weapon Rivens from Simaris’ Offerings due to being unveiled for the incorrect weapon type. They will be added back once we make a permanent fix.
We’re working on a script to refund the Simaris Standing to those who were able to purchase the Rivens.Script has completed! Please relog if you don't see the refunded Simaris Standing.
Update 25.7 (2019-08-29)
Riven Additions and Changes:
- Your total max Riven Slots is now 120 (up from 90)! Should you wish to purchase more Slots, you may now do so (up to 120)!
- Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
- If you recall back in Update 24.0 we removed Sentinel Weapon Rivens from the pool due to being lackluster in comparison to more applicable weapons. Adding Companion Weapon Rivens to Simaris’ Offerings allows players to freely choose these Rivens if they desire, and leaving it out of the general Riven Mod generation pool for those who don’t want them.
- The follow Riven challenges now count towards Sentinel kills:
- Kill X enemies
- Kill X enemies that are on a dropship
- Kill X enemies in a row while wall dashing/clinging without touching the ground
General Changes:
- Changed the Dargyn Bow Riven challenge description to specific that it must be Dargyns in flight, not ones parked on the ground.
Fixes:
- Fixed having a negative capacity if you cycle a Riven Mod then Fuse it with Endo while it is equipped.
Update 25.5 (2019-07-31)
- Added the ability to view a list of items you own that a Riven fits into. This way you can know which stats you want, without having to flip-flop between the Arsenal to check.
- Your chosen UI Theme is now applied to the Riven reroll screen!
- Fixed a functionality loss when attempting to purchase Riven capacity via the Riven Slot purchase pop up prompt.
Hotfix 25.4.3 (2019-07-26)
- Fixed Client's inability to progress the "Find X Syndicate Medallions" Riven requirement.
Hotfix 25.0.4 (2019-05-28)
- Fixed Rivens that are capable of hitting negative Damage via Critical Multiplier resulting in insta-killing enemies that have innate Damage resistance (Amalgam Alkonost). They will now properly take 0 Damage from a negative Critical Multiplier weapon, the same way regular enemies do.
Hotfix 24.5.8.1 (2019-04-02)
- As mentioned in our previous Riven Workshop, the Equinox Prime Access which just released brings with it the first in a series of regular Riven disposition tweaks! A full breakdown of the Riven disposition changes can be found in the Developer Workshop:
Hotfix 24.5.5 (2019-03-25)
- Removed all wildlife killing Riven Mod Challenges. All existing Rivens with wildlife killing Challenges will be retroactively updated with a new Challenge. This change is in preparation for the upcoming Plains Conservation!
Hotfix 24.2.6 (2018-12-20)
- Updated Riven Mods to have proper names for Zaw and Kitguns, instead of using Melee and Pistol in names.
Update 24.0 (2018-11-08)
- Many non-melee riven dispositions were shifted up to +/- one pip.
- Sentinel weapons were removed from the generation pool. Existing mods remain, but no new sentinel rivens will be generated.
- Kitgun Riven Mods introduced.
Hotfix 23.8.2 (2018-09-19)
- A Mastery Rank of 8+ is now required to trade Rivens. This echoes the minimum possible Mastery Rank requirement of Rivens overall as well as generally follows our trading rules with restricted gear.
Update 22.16 (2018-03-15)
- Reduced the requirements for "Kill X Dargyns with a Bow" Riven challenge to bring the intended difficulty and time commitment in line with other Riven challenges.
- Existing Rivens with this challenge are unaffected
Hotfix 22.13.4 (2018-02-22)
- Removed the “while sliding” and “undetected” requirement for the "Kill X Dargyns with a Bow" Riven challenge to alleviate some frustrations. Any existing challenges with this requirement will revert into one without it.
Update 21.6 (2017-08-29)
- Riven Slot capacity limit has increased from 60 to 90.
Update 21.0 (2017-06-29)
- Melee Rivens added.
Hotfix 19.5.6 (2017-01-04)
- Fixed (for real this time) negative Status Duration from Rivens resulting in infinite status.
Hotfix 19.5.5 (2017-01-03)
- Fixed a crash with certain weapons caused by Rivens with worse than -100% Multishot.
- Fixed Corrosive Status Effects being cancelled due to -100% status duration.
- Fixed -100% Reload Speed making weapons reload instantly.
- Fixed another case of negative Ammo Capacity Rivens leading to infinite Ammo.
- Fixed a few problems that would occur from using a Riven with Fire-Rate worse than -100%.
Hotfix 19.5.4 (2017-01-03)
- Fixed Secondary Riven mod Fusion cost being lower than intended.
- Fixed negative Status Duration from Rivens resulting in infinite status.
- Fixed negative Ammo Capacity Rivens leading to infinite Ammo.
- Fixed negative Damage Rivens healing enemies. Also fixes negative Crit Multiplier doing the same.
- Fixed Status Effects visually (i.e Corrosive green electricity-like substance) lasting forever as a result of having 0% Status Duration.
Update 19.5 (2016-12-22)
- Shotgun and secondary Rivens added.
Update 19.4 (2016-12-16)
- Kuva Cycle cost now capped at 3,500.
Hotfix 19.3.2 (2016-12-14)
- For those of you who have reached the max Riven Capacity, you can now increase your Riven Capacity by purchasing additional Slots. Visit the market to get a bundle of three slots for 60 Platinum. The maximum capacity is still capped at 60 Riven Slots total for technical reasons.
- Cycle will now prompt you to choose on next login if you crash while choosing.
- A player cannot be traded a Riven if they are already at max capacity.
- Cycling can now be done repeatedly without the need to close & open again.
- Fixed bug when trying to dissolve a Veiled Riven mod.
- Fixed getting locked in Riven reveal screen when pressing esc/back too early.
- Fixed an issue that could cause an auto-ban for selling a Riven.
- Rivens will now show the reveal screen on next login if you crash before returning to your Landing Craft.
Hotfix 19.0.6 (2016-11-18)
- Riven Disposition (Faint, Neutral, and Strong) has been added. Riven Disposition stats on Rifles will be visible if there's at least one equitable Riven mod for said Rifle.
- Existing Rivens have been automatically rebalanced to fit this Riven Disposition
- When Cycling a Riven with Kuva, you can now choose to "Accept" or "Decline" a Cycle result using the arrow and Confirm button presented.
- You will only have to Unveil a Riven mod one time: on first discovery. Cycling no longer Veils Riven mods.
- Adjusted Endo return when dissolving Riven mods:
- +100 Endo for every Mastery Rank requirement above the minimum of 8
- +200 Endo for every Cycle performed on the Mod
- Chat Linked Riven mods now contain correct challenge progress/requirement info, as well as Cycles.
- Kuva Cycling costs have been reduced significantly.
- Before: 900 - 1000 - 1300 - 1800 - 2500 - 3400 - 4500 - 5800 - 7300 - 9000 - Continues each Cycle, no cap.
- After: 900 - 1000 - 1200 - 1400 - 1700 - 2000 - 2350 - 2750 - 3200 - 3600 - Continues each Cycle, no cap.
- Tweaked the Cycling diorama to include Samodeus and updated Riven mod Cycle and transition sounds!
- Fixed Veiled Riven mods unequipping themselves due to not meeting the Mastery Rank requirement.
Update 19.0 (2016-11-11)
- Introduced.
Last updated: Update 24.0 (2018-11-08)
See Also
- Cephalon Samodeus, the creator of Riven Mods.